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Genie Marid

Genie, Marid
GENIE, MARID – AI Generated Artwork – NightCafe Creator

A Marid is a djinn associated with open waters of the Seas and Oceans where it finds sanctuary.

Marids are genies from the Plane of Water. The most powerful of all the genie races, they are said to possess the strength of the ocean’s currents and teeth made of pearl.

They are the most arrogant and proud as well. Like every djinn, they have free will yet be compelled to perform chores. They also have the ability to grant wishes to mortals, but that usually requires battle, and according to some source’s imprisonment, rituals, or just a great deal of flattery.

Fiercely independent genies as hard to control as the ocean itself. Whether in their palaces on the Elemental Plane of Water or in the seas of the Material Plane, they love to hunt for sport through the depths and gather pearls and other treasures from the sea floor. Those on the Material Plane have another pastime: capsizing ships and drowning sailors.

They are perhaps the most unpredictable and capricious of the genies, a quality that the others (particularly shaitans) find to be both aggravating and embarrassing to the entire genie culture. Many marids become dancers, storytellers, performers, or other types of artists, and often travel to the Material Plane in disguise to seek out new audiences.

They stand about 16 feet tall and weighs nearly 2,500 pounds.


Marid

Marid
Marid3 – AI Generated Artwork – NightCafe Creator

Large elemental, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 30 ft., fly 40 ft., swim 90 ft.

STRDEXCONINTWISCHA
16 (+3)24 (+7)22 (+6)15 (+2)13 (+1)19 (+4)

Saving Throws Strength +8, Wisdom +6, Charisma +9
Skills Deception +9, History +9, Performance +9, Persuasion +9
Damage Immunities cold, lightning
Senses darkvision 120 ft., passive Perception 11
Languages Aquan
Challenge 13 (10,000 XP)

Special Traits

  • Amphibious. They can breathe air and water.
  • Elemental Demise. If the marid dies, it disintegrates into a spray of bubbles and water, leaving behind only equipment the it was wearing or carrying.
  • Frigid Aura. At the start of each of the marid’s turns, each creature within 10 feet of it takes 7 (2d6) cold damage. A creature that touches the marid or hits it with a melee attack while within 10 feet of it takes 7 (2d6) cold damage. A creature must succeed on a DC 17 Constitution saving throw each minute it spends in the aura or gain one level of exhaustion.
  • Innate Spellcasting. It’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
    • At will: create or destroy water, detect evil and good, detect magic, speak with animals (water-based creatures only)
    • 3/day each: control water, tongues, water walk, water breathing
    • 1/day each: conjure elemental (water elemental only), gaseous form, invisibility, major image, plane shift Riptide. If a creature is more than 10 feet away from the marid and it hits the marid with an attack, it must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet closer to the marid.

Actions

  • Multiattack. The marid makes one Scimitar attack and one Water Whip attack.
  • ScimitarMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 10 (3d6) cold damage.
  • Water WhipMelee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the marid.
  • Whirlpool (recharge 5-6). Water swirls rapidly around the marid. Each creature within 20 feet of the marid must make a DC 17 Dexterity saving throw. On a failure, a creature takes 56 (16d6) cold damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

Marid

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

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Marid
AI Generated Artwork – NightCafe Creator
Marid
Large outsider (Water)
Hit Dice14d8 + 56 (119 hp)
Initiative+9
Speed20 ft., Swim 60 ft.
Armor Class30 (+6 armor, +5 Dexterity, +10 natural, -1 size), touch 14, flat-footed 25
Base Attack/Grapple+14/+26
AttackHarpoon +22 melee (2d8 + 13) or harpoon +19 ranged (2d8 + 9) or slam +21 melee (1d10 + 8)
Full AttackHarpoon +22/+17/+12 melee (2d8 + 13) or 2 slams +21 melee (1d10 + 8)
Space/Reach10 ft./10 ft.
Special AttacksDrench, spell-like abilities, vortex, water mastery
Special QualitiesChange shape, Darkvision, Spell Resistance 23, telepathy 200 ft.
SavesFort +13, Ref +14, Will +12
AbilitiesStrength 27, Dexterity 20, Constitution 18, Intelligence 18, Wisdom 17, Charisma 17
SkillsAppraise +21 (+23 gems), Bluff +20, Craft (gem working) +21, Concentration +21, Diplomacy +26, Disguise +3 (+5 acting), Intimidate +5, Knowledge (nobility) +21, Knowledge (the planes) +21, Listen +20, Sense Motive +20, Spellcraft +21, Spot +20, Swim +33
FeatsCleave, Combat Reflexes, Improved Initiative*, Power Attack, Swim-by Attack
Climate/TerrainElemental Plane of Water
OrganizationSolitary, pair or retinue (4-8 marids)
Challenge Rating10
TreasureDouble Standard
AlignmentOften chaotic neutral
Advancement14-28 HD (Large), 29-41 HD (Huge)
Level
Adjustment
+8

Drench (Ex): The marid’s touch puts out all open flames of non-magical origin that are its size category or smaller.

Spell-Like Abilities:

Caster level 14th.

  • *Genies can plane shift to the Inner, Astral and Material Planes.
  • **Stormwrack

Change Shape (Su): They can assume the form of any humanoid, giant or aquatic creature its size or smaller.

Vortex (Su): A marid can transform itself into a whirlpool once every 10 minutes and remain in that form for up to 10 rounds. In this form, it can move through the water or along the bottom at its Swim speed.

The whirlpool is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. the genie controls the exact height, but it must be at least 10 feet.

A marid’s movement while in whirlpool form does not provoke attacks of opportunity, even if the marid enters the space another creature occupies. Another creature might be caught in the whirlpool if it touches or enters the whirlpool, or if the marid moves into or through the creature’s space.

Creatures one or more size categories smaller than the marid might take damage when caught in the whirlpool and may be swept up by it. An affected creature must succeed on a DC 28 Reflex save when it comes into contact with the whirlpool or take 3d6 points of damage. It must also succeed on a second DC 28 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking 1d8 points of damage each round.

A creature with a Swim speed is allowed a DC 28 Reflex save each round to escape the whirlpool. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

Creatures trapped in the whirlpool cannot move except to go where the marid carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The marid can have only as many trapped inside a whirlpool at one time as will fit inside the whirlpool’s volume.

They can eject any carried creatures whenever it wishes, depositing them wherever the whirlpool happens to be.

If the whirlpool’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the marid and has a diameter equal to half the whirlpool’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A marid in whirlpool form cannot make melee attacks and does not threaten the area around it.

Water Mastery (Ex): A marid gains a +1 bonus on attack and damage rolls if both it and its foe touch the water. If an opponent or marid is landbound, the marid suffers a -4 penalty on attack and damage rolls. (These are not included in the marid’s stat block)

Possessions:

Marids typically carry +1 harpoons and wear +3 sharkskin armor.

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